Remove peace.
If peace allows the ai to unbeknownst destroy your supply lines...
i.e. war is better then peace as you can drive them off... its then broken and should be removed.
Search found 111 matches
- Fri Jun 22, 2018 4:13 am
- Forum: Play-Testing Feedback
- Topic: Shouldn't breaking supply routes be possible only at war?
- Replies: 14
- Views: 3171
- Fri Mar 16, 2018 3:00 am
- Forum: Scripting & Balancing
- Topic: GG generators are no-brainers
- Replies: 48
- Views: 16119
Re: GG generators are no-brainers
You could fix this the opposite way by making it cost less and give much less.
Such that going that route instead of researching something else is the choice.
Such that going that route instead of researching something else is the choice.
- Fri Mar 16, 2018 2:21 am
- Forum: Play-Testing Feedback
- Topic: 1st, 2nd and 3rd Impressions
- Replies: 6
- Views: 1663
Re: 1st, 2nd and 3rd Impressions
No he has a good point. I think that point is that there needs to be a way for the game to open up a splash screen message window from a script. That or play sound and video ect... This could be used for custom scripts as well to toss up images for special events or very important ones ect. That's a...
- Fri Mar 16, 2018 12:18 am
- Forum: Play-Testing Feedback
- Topic: We need a close all window panes button.
- Replies: 5
- Views: 1352
Re: We need a close all window panes button.
Did you know about the ESC key? Another reason it's needed i didn't, new players wont either. Id wager that they would expect to find one right by all the window open buttons. Maybe post a pull request (or issue? still not sure what's the best place for feature requests) on https://github.com/freeo...
- Tue Mar 13, 2018 12:50 pm
- Forum: Play-Testing Feedback
- Topic: We need a close all window panes button.
- Replies: 5
- Views: 1352
We need a close all window panes button.
Ive played this on and off for a long while. One thing i think of every time i pick it up after a bit is... I need a " close all these damn windows " button , so i can see the starmap asap. It's annoying to have to close 2 things, plus maybe click left or was it right on open space ect... ...
- Tue Mar 13, 2018 11:21 am
- Forum: General Discussion
- Topic: Average tech catagory items in the tech folder
- Replies: 0
- Views: 7792
Average tech catagory items in the tech folder
I averaged all the techs in the tech folder by category and figured i would share. // //>>>>>>>>>>>>>> Count Of All Read Tech Entrys >>>>>>>>> // 203 // //>>>>>>>>>>>>>> Count Of Categorys >>>>>>>>>>>> // 9 // //>>>>>>>>>>>>>> Catagorys by % >>>>>>>>>>>>>> // // % 10.34483 SPY_CATEGORY // % 17.24138...
- Wed Jun 28, 2017 2:24 am
- Forum: General Discussion
- Topic: LOL so many monsters!
- Replies: 8
- Views: 2253
Re: LOL so many monsters!
I only play single player. Monsters i put them on minimal and there are SO many SO early that are SO strong. I have never actually played a single game with monsters on. It is ridiculous to do so in my eyes, and totally ruins the entire concept of the game for me. It makes the other empires less of ...
- Mon Jun 26, 2017 2:48 am
- Forum: Play-Testing Feedback
- Topic: Upcoming changes I'd like to see...
- Replies: 9
- Views: 1962
Re: Upcoming changes I'd like to see...
Yes id re-balance the entire thing in many many ways. The first problem is research bonus's based on population along one line that gives everything else. Solar hulls are the most ridiculous ship and one of the ugliest in game and its the best a big sun ship shouldn't easily do 140 speed. You should...
- Sun Jun 25, 2017 11:33 pm
- Forum: Support
- Topic: AI state errors
- Replies: 7
- Views: 2308
Re: AI state errors
Hi i got this error when there were only ships left from a conquered ai it's ships just hung around the ai was giving move orderkey errors.
- Wed Jan 11, 2017 8:24 pm
- Forum: Play-Testing Feedback
- Topic: Need a harder difficulty
- Replies: 40
- Views: 5459
Re: Need a harder difficulty
The real problem i think is that the Ai is Not "Simple" to tweek or script any of its behavioral decisions. If everyone or anyone could script it easily which right now its not easy at all to script like the foc's are. You would see lots of different ai's get made, and you could even pit t...
- Wed Oct 19, 2016 6:21 pm
- Forum: Play-Testing Feedback
- Topic: Few questions
- Replies: 8
- Views: 1821
Re: Few questions
Ya the ramscoop is garbage as it is, i changed it in my scripts to be .4 fuel when stationary so that every couple of turns stationary you get a move
- Tue Oct 18, 2016 9:28 am
- Forum: General Discussion
- Topic: Need more ships that look like the basic designs
- Replies: 4
- Views: 1559
Need more ships that look like the basic designs
The coolest looking ships in this game are the basic designed ones but they are also the lowest level and there is only 3 we needs more of those types of ships cause they look really cool. :D http://i936.photobucket.com/albums/ad207/xlightwavex/programing%20and%20concepts/EmpireBasicsSofar001_zps9bh...
- Tue Oct 18, 2016 9:00 am
- Forum: Play-Testing Feedback
- Topic: gateway to the void
- Replies: 26
- Views: 3129
Re: gateway to the void
This tech is so abusable and overpowered against the ai or another player that i feel it shouldn't even be in the game as it is. I really feel it should have a limit on the number of ships it can destroy per turn even it that limit is very high. Further i always felt it actually should be what every...
- Mon Oct 10, 2016 6:15 am
- Forum: Scripting & Balancing
- Topic: The Invade Planet Button
- Replies: 1
- Views: 1355
The Invade Planet Button
I was wondering today what all would be involved in adding another button to a action taken upon a planet. Currently we have Invade, Colonize and Outpost buttons that can appear as actions taken on a planet. Lets say i wanted a Destroy planet button or Nuke planet button Or Bomb Structures or the li...
- Sat Oct 08, 2016 5:07 am
- Forum: Compile
- Topic: Wrong boost version in windows sdk?
- Replies: 6
- Views: 7661
Re: Wrong boost version in windows sdk?
I found a compile error were a older installed version of free orion didn't uninstall a older boost library. This caused some kind of a conflict with a newer version. Aka it didn't uninstall the previous boost library (because it can and does occasionally not close the process freeorionCA* when run)...